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{{USFIVFrameDataGlanceRow|Crack Kick|Crack Kick|f + hk||[[File:Right.gif]]+[[File:Roundhouse.gif]]|110|200|60|HL|-|15|3|12|29|16|-|1|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|Feet: 4~24f|Feet: 4~24f|-|8f~|JP: 1|}} | {{USFIVFrameDataGlanceRow|Crack Kick|Crack Kick|f + hk||[[File:Right.gif]]+[[File:Roundhouse.gif]]|110|200|60|HL|-|15|3|12|29|16|-|1|-|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|Feet: 4~24f|Feet: 4~24f|-|8f~|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|Jaw Crusher|Anti-air Punch|b + mp||[[File:Left.gif]]+[[File:Strong.gif]]|80|100|40|HL|-|6|4|13|22|16|22|-1|5|cannot perform with knife||||||Reset|Reset|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Jaw Crusher|Anti-air Punch|b + mp||[[File:Left.gif]]+[[File:Strong.gif]]|80|100|40|HL|-|6|4|13|22|16|22|-1|5|cannot perform with knife||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceRow|Hammer Hook|Overhead|f + hp||[[File:Right.gif]]+[[File:Fierce.gif]]|40*60|50*50|60*20| | {{USFIVFrameDataGlanceRow|Hammer Hook|Overhead|f + hp||[[File:Right.gif]]+[[File:Fierce.gif]]|40*60|50*50|60*20|H|-|18|1*3|21|42|20|27|-4|3|Only -1 on hit vs crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|4|8|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|4|8|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
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{{USFIVFrameDataGlanceRow|||||Zonk Knuckle (Lv2)|140|200|40/40|HL|EXFA|17|3|26|45|||-8|-|Charge 90f|X|||||||-|-|Upper body: 1~14f|Upper body: 1~14f|-|-|JP: 1|}} | {{USFIVFrameDataGlanceRow|||||Zonk Knuckle (Lv2)|140|200|40/40|HL|EXFA|17|3|26|45|||-8|-|Charge 90f|X|||||||-|-|Upper body: 1~14f|Upper body: 1~14f|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|||||Zonk Knuckle (Lv3)|150|200|40/40|HL|EXFA|18|3|26|46|||-8|-|Charge 120f|X|||||||-|-|Upper body: 1~17f|Upper body: 1~17f|-|-|JP: 1|}} | {{USFIVFrameDataGlanceRow|||||Zonk Knuckle (Lv3)|150|200|40/40|HL|EXFA|18|3|26|46|||-8|-|Charge 120f|X|||||||-|-|Upper body: 1~17f|Upper body: 1~17f|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|EX Zonk Knuckle|EX Zonk Knuckle|||Zonk Knuckle [[File:EX.gif]]|90*70|150*100| | {{USFIVFrameDataGlanceRow|EX Zonk Knuckle|EX Zonk Knuckle|||Zonk Knuckle [[File:EX.gif]]|90*70|150*100|-250/0|HL|su*-|16|1*2|26|44|||-7|-|Charge 60f|X|||||||-|All: 1~16f|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataGlanceRow|Bad Spray|Bad Spray|(as you hit the ground from a soft knockdown) u + p||Bad Spray|30*30|100|0/40|HL|-*su|25|6*6|29|65|||-20|-|Does 13x2 stun on block||X||||||-|-|-|-|-|-|-|}} | {{USFIVFrameDataGlanceRow|Bad Spray|Bad Spray|(as you hit the ground from a soft knockdown) u + p||Bad Spray|30*30|100|0/40|HL|-*su|25|6*6|29|65|||-20|-|Does 13x2 stun on block||X||||||-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Dead End Irony|Super|qcf qcf + k|First hit mimics Ruffian Kick: hk for initial upwards kick, mk for initial straight kick, and lk for initial ground kick that hits low|Super Combo [[File:Short.gif]]|60*45x5*65|0| | {{USFIVFrameDataGlanceRow|Dead End Irony|Super|qcf qcf + k|First hit mimics Ruffian Kick: hk for initial upwards kick, mk for initial straight kick, and lk for initial ground kick that hits low|Super Combo [[File:Short.gif]]|60*45x5*65|0|-250/0|L*HLx6|-|1+11|9(14)3(12)3(19)7(17)6(22)3(14)7|30|177|||-16|-|||||2nd-7th Hit: Hard Knockdown|2nd-7th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~19f Invincible|-|-|-|-|JP: ?|}} | ||
{{USFIVFrameDataGlanceRow|||||Super Combo [[File:Forward.gif]]|60*45x5*65|0| | {{USFIVFrameDataGlanceRow|||||Super Combo [[File:Forward.gif]]|60*45x5*65|0|-250/0|HL|-|1+7|9(14)3(12)3(19)7(17)6(22)3(14)7|30|173|||-16|-|||||2nd-7th Hit: Hard Knockdown|2nd-7th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~8f|-|-|-|-|JP: ?|}} | ||
{{USFIVFrameDataGlanceRow|||||Super Combo [[File:Roundhouse.gif]]|60*45x5*65|0| | {{USFIVFrameDataGlanceRow|||||Super Combo [[File:Roundhouse.gif]]|60*45x5*65|0|-250/0|HL|-|1+7|6(2)4(11)4(18)6(17)6(22)3(14)8|29|157|||-16|-|1st hit cannot hit crouching opponents||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12f|-|-|-|-|JP: ?|}} | ||
{{USFIVFrameDataGlanceHeader}} | {{USFIVFrameDataGlanceHeader}} | ||
{{USFIVFrameDataGlanceRow|Final Destruction|Ultra I|qcf qcf + 3k armorbreak||Ultra Combo 1|83x385|0|0/0|HL|-|0+13|2|50|64|||-31|-||X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~14f|-|-|-|-|JP: 1|}} | {{USFIVFrameDataGlanceRow|Final Destruction|Ultra I|qcf qcf + 3k armorbreak||Ultra Combo 1|83x385|0|0/0|HL|-|0+13|2|50|64|||-31|-||X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~14f|-|-|-|-|JP: 1|}} | ||
Line 397: | Line 397: | ||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow| | ||
Bad Spray|Bad Spray|(as you hit the ground from a | Bad Spray|Bad Spray|(as you hit the ground from a knockdown) u + p|| | ||
Very unsafe, very slow, and barely invincible at all. However as it's something no other character can do and gives Cody a different wakeup timing from a quick rise than normal it can throw off some opponents. Best used very sparingly. The hitbox is surprisingly large and can actually anti air. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
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{{USFIVMoveListRow| | {{USFIVMoveListRow| | ||
Dead End Irony|Super|qcf qcf + k|First hit mimics Ruffian Kick: hk for initial upwards kick, mk for initial stragiht kick, and lk for initial ground kick that hits low| | Dead End Irony|Super|qcf qcf + k|First hit mimics Ruffian Kick: hk for initial upwards kick, mk for initial stragiht kick, and lk for initial ground kick that hits low| | ||
Not particularly useful. Only used if you need to close out a round and aren't sure a EX Red Focus combo will reach. Has a high tendency to drop opponents leaving Cody open for punish, does average damage, has low juggle potential, has slow startup for a super, and doesn't function particularly well as an anti air or anti projectile move. The main redeeming factor however is that it causes a lot of corner carry. If you hit the opponent with this from anywhere on the stage they WILL be in the corner by the end of it. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
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{{USFIVMoveListRow| | {{USFIVMoveListRow| | ||
Final Destruction|Ultra I|qcf qcf + 3k armorbreak|| | Final Destruction|Ultra I|qcf qcf + 3k armorbreak|| | ||
At 13F startup it is one of the slowest ultras in the game, in addition it only has 1 juggle potential so while easy to combo into there are limited options for use. Mainly used in conjunction with Cody's HK Ruffian - EX FADC to get extra damage in matchups where the opponent is often jumping and Ultra 2 would not work. | |||
}} | }} | ||
{{USFIVMoveListRow| | {{USFIVMoveListRow| | ||
Last Dread Dust|Ultra II|qcb qcb + 3p|| | Last Dread Dust|Ultra II|qcb qcb + 3p|| | ||
Intended to be used as an anti-projectile ultra. The move comes out quickly and can easily punish most projectiles from mid range. At 7F start up it also functions as a viable wakeup option and can be comboed into from F+MP on counterhit or close MP. However when hitting an opponent out of the air it leaves Cody completely vulnerable to punishment. In addition at some ranges the dust may connect and the wrench may whiff. | |||
}} | }} | ||
{{USFIVMoveListFooter}} | {{USFIVMoveListFooter}} | ||
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{{USFIVFrameDataRow|Crouch HP Knife|Crouch Fierce Knife|d + hp Knife||Crouch [[File:Fierce.gif]] Knife|120|200|60|HL|su|7|4|12|22|18|23|2|7|Causes 10 chip damage||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|JP: 3|}} | {{USFIVFrameDataRow|Crouch HP Knife|Crouch Fierce Knife|d + hp Knife||Crouch [[File:Fierce.gif]] Knife|120|200|60|HL|su|7|4|12|22|18|23|2|7|Causes 10 chip damage||||Forces stand|Forces stand|Reset|Reset|-|-|-|-|-|-|JP: 3|}} | ||
{{USFIVFrameDataRow|Stomach Blow|Gut Punch|f + mp||[[File:Right.gif]]+[[File:Strong.gif]]|60|100|40|HL|-|8|3|12|22|16|21|1|6|||||||Reset|Reset|-|-|-|-|-|-|JP: 1|}} | {{USFIVFrameDataRow|Stomach Blow|Gut Punch|f + mp||[[File:Right.gif]]+[[File:Strong.gif]]|60|100|40|HL|-|8|3|12|22|16|21|1|6|||||||Reset|Reset|-|-|-|-|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|Crack Kick|Crack Kick|f + hk||[[File:Right.gif]]+[[File:Roundhouse.gif]]|110|200|60|HL|-|15|3|12|29|16|-|1| | {{USFIVFrameDataRow|Crack Kick|Crack Kick|f + hk||[[File:Right.gif]]+[[File:Roundhouse.gif]]|110|200|60|HL|-|15|3|12|29|16|-|1|Cannot hit crouching|||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|-|Feet: 4~24f|Feet: 4~24f|-|8f-23f|JP: 1|}} | ||
{{USFIVFrameDataRow|Jaw Crusher|Anti-air Punch|b + mp||[[File:Left.gif]]+[[File:Strong.gif]]|80|100|40|HL|-|6|4|13|22|16|22|-1|5|cannot perform with knife, cannot hit crouching||||||Reset|Reset|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Jaw Crusher|Anti-air Punch|b + mp||[[File:Left.gif]]+[[File:Strong.gif]]|80|100|40|HL|-|6|4|13|22|16|22|-1|5|cannot perform with knife, cannot hit crouching||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Hammer Hook|Overhead|f + hp||[[File:Right.gif]]+[[File:Fierce.gif]]|40*60|50*50|60*20| | {{USFIVFrameDataRow|Hammer Hook|Overhead|f + hp||[[File:Right.gif]]+[[File:Fierce.gif]]|40*60|50*50|60*20|H|-|18|1*3|21|42|20|27|-4|3|Only -1 on hit vs crouching opponents||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|4|8|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Neutral Jump LP|Neutral Jump Jab|u + lp||Neutral Jump [[File:Jab.gif]]|50|50|20|H|-|4|8|-|11|||-|-|||||||Reset|Reset|-|-|-|-|-|-|-|}} | ||
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{{USFIVFrameDataRow|EX Bad Stone|EX Rocks|||Bad Stone [[File:EX.gif]]|70*50|100*100|-250/0|HL|su|24|24|Total 40|87|||8|15|Pursuit property, cannot perform with knife||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*2|}} | {{USFIVFrameDataRow|EX Bad Stone|EX Rocks|||Bad Stone [[File:EX.gif]]|70*50|100*100|-250/0|HL|su|24|24|Total 40|87|||8|15|Pursuit property, cannot perform with knife||X||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: 1*2|}} | ||
{{USFIVFrameDataRow|Fake Bad Stone|Fake Rocks|qcf + hp + hk|Not possible while holding knife|Fake Bad Stone||||||||Total 32|32|||||||||-|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Fake Bad Stone|Fake Rocks|qcf + hp + hk|Not possible while holding knife|Fake Bad Stone||||||||Total 32|32|||||||||-|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Pick Up Knife|Knife Pickup|d + 3p (when near knife on ground)||Knife Pickup|-|-|-|HL|su|-|-|Total 27|27|||-|-|Can cancel into block | {{USFIVFrameDataRow|Pick Up Knife|Knife Pickup|d + 3p (when near knife on ground)||Knife Pickup|-|-|-|HL|su|-|-|Total 27|27|||-|-|Can cancel into block. Can cancel into knife throw, criminal upper, super, or chainable lights on 14F. Knife considered picked up on 12F||||-|-|-|-|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Knife Throw|Knife Throw|(while holding knife) qcf + p||Knife Throw|70|100|10/20|HL|-|26|-|Total 45|71|||7|-||X|X||||||-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Knife Throw|Knife Throw|(while holding knife) qcf + p||Knife Throw|70|100|10/20|HL|-|26|-|Total 45|71|||7|-||X|X||||||-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|Fake Knife Throw|Fake Knife Throw|(while holding knife) qcf + hp + hk||Fake Knife Throw|-|-|-|HL|-|-|-|Total 32|32|||-|-|||||-|-|-|-|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Fake Knife Throw|Fake Knife Throw|(while holding knife) qcf + hp + hk||Fake Knife Throw|-|-|-|HL|-|-|-|Total 32|32|||-|-|||||-|-|-|-|-|-|-|-|-|-|-|}} | ||
Line 502: | Line 502: | ||
{{USFIVFrameDataRow|||||Criminal Upper [[File:Strong.gif]]|70*20x4|70*30x4|20/10*5x4|HL|su*-x4|13|2(1)20|23|58|||-8|-|1st hit forces stand, pursuit property, projectile hitbox||X||1st Hit: Force stand|1st Hit: Force stand|||-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|||||Criminal Upper [[File:Strong.gif]]|70*20x4|70*30x4|20/10*5x4|HL|su*-x4|13|2(1)20|23|58|||-8|-|1st hit forces stand, pursuit property, projectile hitbox||X||1st Hit: Force stand|1st Hit: Force stand|||-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|||||Criminal Upper [[File:Fierce.gif]]|60*20x5|70*30x5|20/10*2x5|HL|su*-x5|13|2(1)18|28|61|||-10|-|1st hit forces stand, pursuit property, projectile hitbox||X||1st Hit: Force stand|1st Hit: Force stand|||-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|||||Criminal Upper [[File:Fierce.gif]]|60*20x5|70*30x5|20/10*2x5|HL|su*-x5|13|2(1)18|28|61|||-10|-|1st hit forces stand, pursuit property, projectile hitbox||X||1st Hit: Force stand|1st Hit: Force stand|||-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|EX Criminal Upper|EX Criminal Upper|||Criminal Upper [[File:EX.gif]]|60*20x6|50x30*6|-250/0|HL|su*-x6|7|2(1)12|30|51|||-11|-|1st hit forces stand, pursuit property, projectile hitbox||X||1st Hit: Force stand|1st Hit: Force stand|||-|All: -|1-7F|1-7F|-|-|-|}} | {{USFIVFrameDataRow|EX Criminal Upper|EX Criminal Upper|||Criminal Upper [[File:EX.gif]]|60*20x6|50x30*6|-250/0|HL|su*-x6|7|2(1)12|30|51|||-11|-|1st hit forces stand, pursuit property, projectile hitbox||X||1st Hit: Force stand|1st Hit: Force stand|||-|All: -|1-7F|1-7F|-|-|JP: 1 Tornado:2-6|}} | ||
{{USFIVFrameDataRow|Ruffian Kick|Ruffian Kick|qcf + k ex armorbreak|Button used determines angle of kick: hk for upwards kick, mk for straight kick, lk for ground kick that hits low|Ruffian Kick [[File:Short.gif]]|120|150|20/40|L|-|15|8|20|42|||-7|-||X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|2~10f|-|}} | {{USFIVFrameDataRow|Ruffian Kick|Ruffian Kick|qcf + k ex armorbreak|Button used determines angle of kick: hk for upwards kick, mk for straight kick, lk for ground kick that hits low. EX mimics LK|Ruffian Kick [[File:Short.gif]]|120|150|20/40|L|-|15|8|20|42|||-7|-||X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|-|-|-|-|2~10f|-|}} | ||
{{USFIVFrameDataRow|||||Ruffian Kick [[File:Forward.gif]]|130|100|20/40|HL|-|11|4|25|39|||-8|-||X|||||||-|-|-|-|-|2~7f|JP: 1|}} | {{USFIVFrameDataRow|||||Ruffian Kick [[File:Forward.gif]]|130|100|20/40|HL|-|11|4|25|39|||-8|-||X|||||||-|-|-|-|-|2~7f|JP: 1|}} | ||
{{USFIVFrameDataRow|||||Ruffian Kick [[File:Roundhouse.gif]]|100|100|20/40|HL|su|7|13|27|46|||-19|-|Cannot hit crouching opponents|X|||||||-|-|-|-|-|-|JP: 1|}} | {{USFIVFrameDataRow|||||Ruffian Kick [[File:Roundhouse.gif]]|100|100|20/40|HL|su|7|13|27|46|||-19|-|Cannot hit crouching opponents|X|||||||-|-|-|-|-|-|JP: 1|}} | ||
Line 510: | Line 510: | ||
{{USFIVFrameDataRow|||||Zonk Knuckle (Lv2)|140|200|40/40|HL|EXFA|17|3|26|45|||-8|-|Charge 90f|X|||||||-|-|Upper body: 1~14f|Upper body: 1~14f|-|-|JP: 1|}} | {{USFIVFrameDataRow|||||Zonk Knuckle (Lv2)|140|200|40/40|HL|EXFA|17|3|26|45|||-8|-|Charge 90f|X|||||||-|-|Upper body: 1~14f|Upper body: 1~14f|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|||||Zonk Knuckle (Lv3)|150|200|40/40|HL|EXFA|18|3|26|46|||-8|-|Charge 120f|X|||||||-|-|Upper body: 1~17f|Upper body: 1~17f|-|-|JP: 1|}} | {{USFIVFrameDataRow|||||Zonk Knuckle (Lv3)|150|200|40/40|HL|EXFA|18|3|26|46|||-8|-|Charge 120f|X|||||||-|-|Upper body: 1~17f|Upper body: 1~17f|-|-|JP: 1|}} | ||
{{USFIVFrameDataRow|EX Zonk Knuckle|EX Zonk Knuckle|||Zonk Knuckle [[File:EX.gif]]|90*70|150*100| | {{USFIVFrameDataRow|EX Zonk Knuckle|EX Zonk Knuckle|||Zonk Knuckle [[File:EX.gif]]|90*70|150*100|-250/0|HL|su*-|16|1*2|26|44|||-7|-|Charge 60f|X|||||||-|All: 1~16f|-|-|-|-|JP: 1*2|}} | ||
{{USFIVFrameDataRow|Bad Spray|Bad Spray|(as you hit the ground from a | {{USFIVFrameDataRow|Bad Spray|Bad Spray|(as you hit the ground from a soft knockdown) u + p||Bad Spray|30*30|100|0/40|HL|-*su|25|6*6|29|65|||-20|-|Does 13x2 stun on block||X||||||-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Dead End Irony|Super|qcf qcf + k|First hit mimics Ruffian Kick: hk for initial upwards kick, mk for initial stragiht kick, and lk for initial ground kick that hits low|Super Combo [[File:Short.gif]]|60*45x5*65|0| | {{USFIVFrameDataRow|Dead End Irony|Super|qcf qcf + k|First hit mimics Ruffian Kick: hk for initial upwards kick, mk for initial stragiht kick, and lk for initial ground kick that hits low|Super Combo [[File:Short.gif]]|60*45x5*65|0|-1000/0|L*HLx6|-|1+11|9(14)3(12)3(19)7(17)6(22)3(14)7|30|177|||-16|-|||||2nd-7th Hit: Hard Knockdown|2nd-7th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~19f Invincible|-|-|-|-|JP: 1st hit JP1|}} | ||
{{USFIVFrameDataRow|||||Super Combo [[File:Forward.gif]]|60*45x5*65|0| | {{USFIVFrameDataRow|||||Super Combo [[File:Forward.gif]]|60*45x5*65|0|-1000/0|HL|-|1+7|9(14)3(12)3(19)7(17)6(22)3(14)7|30|173|||-16|-|||||2nd-7th Hit: Hard Knockdown|2nd-7th Hit: Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~8f|-|-|-|-|JP: 1st Hit JP1|}} | ||
{{USFIVFrameDataRow|||||Super Combo [[File:Roundhouse.gif]]|60*45x5*65|0| | {{USFIVFrameDataRow|||||Super Combo [[File:Roundhouse.gif]]|60*45x5*65|0|-1000/0|HL|-|1+7|6(2)4(11)4(18)6(17)6(22)3(14)8|29|157|||-16|-|1st hit cannot hit crouching opponents||||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~12f|-|-|-|-|JP: 1st Hit JP1|}} | ||
{{USFIVFrameDataHeader}} | {{USFIVFrameDataHeader}} | ||
{{USFIVFrameDataRow|Final Destruction|Ultra I|qcf qcf + 3k armorbreak||Ultra Combo 1|83x385|0|0/0|HL|-|0+13|2|50|64|||-31|-||X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~14f|-|-|-|-|JP: 1|}} | {{USFIVFrameDataRow|Final Destruction|Ultra I|qcf qcf + 3k armorbreak||Ultra Combo 1|83x385|0|0/0|HL|-|0+13|2|50|64|||-31|-||X|||Hard Knockdown|Hard Knockdown|Hard Knockdown|Hard Knockdown|-|All: 1~14f|-|-|-|-|JP: 1|}} |
Revision as of 01:00, 7 June 2014

Cody
Lauded as a hero in the rescuing of Mayor Mike Haggar's daughter Jessica from the Mad Gear Gang in Metro City, it was expected for Cody to live a promising future as Jessica was also his girlfriend. However, the lure of combat from battling Mad Gear never left his blood and Cody turned to a life of constant fighting out of boredom! Eventually, his penchant for picking random brawls landed him in jail, and his relationship with Jessica was permanently ruined. But from time to time, Cody escapes prison almost at will and returns to the life of fighting, now taking to the Street Fighting circuit to find opponents.
In a nutshell
Cody is a good, all-around character who is similar to Ryu in this regard, and only this regard. Despite being easy to learn, Cody's true strengths lie in one of the most advanced aspects in all of Street Fighter - frame traps. Cody is, for lack of a better word, a demon when it comes to frame traps. The moment he gains momentum in a match, he can and will keep you under constant pressure, waiting for that one opportunity to tick throw or punish should your guard be broken down. Because of this, however, Cody's defense is one of the worst in the game. He has very few options for when he ends up getting pressured himself. Despite this, if you want a solid character who plays different from the norm, give Cody a try.
Ultra SFIV Changes
Forward walk speed increased by 0.045
Back dash distance increased slightly.
Crouching MK changed from -3F on hit -6F on block to, -1F on hit -3F on block
Crack Kick (F+HK) now airborne from 8F-23F. Startup increased from 14F to 15F
Jaw Crusher (B+MP) now grants the opponent a counterhit if the attack is interrupted during startup frames (1-5F)
LP Criminal Upper changed from -5F on block to -4F on block.
EX Criminal Upper Strike and Projectile invincibility increased from 1-4F to 1-7F. Throw invincibility 1-9F removed. Pushback on block reduced by 50%
Zonk Knuckle can now be EX FA or EX RF canceled on hit/block.
Badstone can now be released between charge levels. Letting go of the button will now cause Cody to throw the stone immediately rather than wait until next level has been reached.
Knife Pickup (D+PPP over knife) now counts as a special move and can be canceled into from special cancelable attacks.
All grounded knife normals now have juggle potential and cause an air reset.
Knife throw now breaks armor on hit.
Dead End Irony (Super Combo)MK and HK versions now have slightly different float states when hitting opponent to make juggles more consistent.
Final Destruction (Ultra 1) forward movement during startup increased slightly.
Last Dread Dust (Ultra 2) hitbox on first 2 wrench hits and forward movement on first 2 wrench hits after the dust portion was slightly improved. Damage on hit reduced from 506 to 466.
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png | Close lp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Close mp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Close hp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Close lk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Close mk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Close hk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png | lp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | mp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | hp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | lk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | mk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | hk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png | d + lp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + mp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + hp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + lk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + mk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + hk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ |
Neutral Jump Attacks
Name | Nickname | Command | Notes | |
File:No image.png | u + lp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | u + mp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | u + hp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | u + lk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | u + mk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | u + hk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ |
Angled Jump Attacks
Name | Nickname | Command | Notes | |
File:No image.png | ub / uf + lp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | ub / uf + mp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | ub / uf + hp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | ub / uf + lk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | ub / uf + mk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | ub / uf + hk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ |
Knife Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Stand lp Knife |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Stand mp Knife |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Stand hp Knife |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + lp Knife |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + mp Knife |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + hp Knife |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Jump lp Knife |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Jump mp Knife |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | Jump hp Knife |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png | f + mp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | f + hk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | b + mp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | f + hp |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | mp + mk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | mp + mk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | mp + mk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ |
Throws
Name | Nickname | Command | Notes | |
File:No image.png | f or n + lp + lk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | b + lp + lk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png | qcf + p ex | Not possible while holding knife; Hold p to delay toss and increase damage; ex cannot be charged |
(No uses/strategies) |
{{{6}}} |
~~ Uses and Strategies ~~ | ||||
File:No image.png | qcf + hp + hk | Not possible while holding knife |
(No uses/strategies) |
{{{6}}} |
~~ Uses and Strategies ~~ | ||||
File:No image.png | d + 3p (when near knife on ground) |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | (while holding knife) qcf + p |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | (while holding knife) qcf + hp + hk |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | qcb + p ex |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | qcf + k ex armorbreak | Button used determines angle of kick: hk for upwards kick, mk for straight kick, lk for ground kick that hits low |
(No uses/strategies) |
{{{6}}} |
~~ Uses and Strategies ~~ | ||||
File:No image.png | hold p then release ex armorbreak |
(No uses/strategies) |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | (as you hit the ground from a knockdown) u + p |
Very unsafe, very slow, and barely invincible at all. However as it's something no other character can do and gives Cody a different wakeup timing from a quick rise than normal it can throw off some opponents. Best used very sparingly. The hitbox is surprisingly large and can actually anti air. |
{{{6}}} | |
~~ Uses and Strategies ~~ |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png | qcf qcf + k | First hit mimics Ruffian Kick: hk for initial upwards kick, mk for initial stragiht kick, and lk for initial ground kick that hits low |
Not particularly useful. Only used if you need to close out a round and aren't sure a EX Red Focus combo will reach. Has a high tendency to drop opponents leaving Cody open for punish, does average damage, has low juggle potential, has slow startup for a super, and doesn't function particularly well as an anti air or anti projectile move. The main redeeming factor however is that it causes a lot of corner carry. If you hit the opponent with this from anywhere on the stage they WILL be in the corner by the end of it. |
{{{6}}} |
~~ Uses and Strategies ~~ |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png | qcf qcf + 3k armorbreak |
At 13F startup it is one of the slowest ultras in the game, in addition it only has 1 juggle potential so while easy to combo into there are limited options for use. Mainly used in conjunction with Cody's HK Ruffian - EX FADC to get extra damage in matchups where the opponent is often jumping and Ultra 2 would not work. |
{{{6}}} | |
~~ Uses and Strategies ~~ | ||||
File:No image.png | qcb qcb + 3p |
Intended to be used as an anti-projectile ultra. The move comes out quickly and can easily punish most projectiles from mid range. At 7F start up it also functions as a viable wakeup option and can be comboed into from F+MP on counterhit or close MP. However when hitting an opponent out of the air it leaves Cody completely vulnerable to punishment. In addition at some ranges the dust may connect and the wrench may whiff. |
{{{6}}} | |
~~ Uses and Strategies ~~ |
The Basics
Combos
Strategy
Matchups
Frame Data